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Rimpy
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Washington, DC
Dec 2001 time: 00:18
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Given these two choices, which would you rather have?
(A) Allow high upper limits for map sizes, knowing that the today's average computer will choke on them, but also knowing that computers two or three years from now will probably fly through them without any problem?
(B) Set the upper limits for map sizes low enough that today's average computer can handle them, and thus avoid biching and moaning from players who torture themselves by trying to play map sizes that their computer can't handle?
Personally, I'm happy that Firaxis went with (A) and I wish that the complainers would just shut up already.
Rimpy
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Rimpy
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Washington, DC
Dec 2001 time: 00:18
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quote: Originally posted by SpencerH
This is not just about map sizes. |
Yeah, I know. Please excuse my vitriolic message, I just had to get that off my chest.
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SpencerH
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Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002 time: 23:18
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My question is not about map sizes or how long a turn takes. Obviously, game turns on a PII 300 running a huge map with 16 civs will be slower than if that game is played on a 2GHz PIV.
I'll add a link to the thread that started this.
http://apolyton.net/forums/showthre...&threadid=44682
Are such interesting ideas even possible with the limitations imposed by (relatively) outdated machines?
Last edited by SpencerH on 14-03-2002 at 22:34
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Borat
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Well I don't normally use my PC to play games so I have a crap computer. But I had to buy Civilisation 3 because my most favourite game is Civ 2. So before I bought it, I didn't know if it would work, because I didn't even know that my Video Card would be Direct 8.0a compatible. Even if it did work, I thought it would work too slow. Anyway, I still bought it...
My computer is:
133MHz
120MB
4x speed CD-Rom
Video Card compatible with Direct 8.0a
Sound Card compatible with Direct 8.0a
So I put the game in and installed it, and then I installed Direct 8.0a. Then I clicked on the game to play, and watched my Monitor go Blank and then a few pictures and the writing Civilisation 3 appeared. So then I finally knew that my computer was Direct 8.0a compatible.
But when I actual started the game, the game was just so slow. So all I did was turn the music off, but kept enemy battles sounds on. And the game works perfect on a Large Word and eight civs.
I'm now half way through a game with 16 civs and a huge map and it works quite good. But loading time is a bit slow, but that is only when I'm at war with someone.
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Murtin
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Sweden
Dec 2001 time: 06:18
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quote: Originally posted by SpencerH
I'm genuinely interested in whether the hardware limits are a factor or not. I'm not a programmer so I dont know. It just seems to me, that the amount of code that a PII 300 can handle to run a playable game will be considerably less than more current PC's. It may be impossible to squeeze in more code in order to allow the more complex rules a portion of this community would like to see. Is it possible to release a beefed-up CIV3.exe that includes substantial changes but requires a much faster PC? If it could be done I'd pay to try it! |
As has been argued for before, I think the real reason we're not seeing a more complex ruleset is that the AI wouldn't handle it very well. This is designed to be a single-player game, and as such it is dependent on at least a moderately challenging AI. Add more complexity in the form of more units, more improvements or more diplomatic opportunities, and it becomes exceedingly difficult to code an AI that doesn't lose it completely in the middle of all that complexity.
So my bet is that the ruleset easily could have been much more complex with hardly any change in hardware requirements.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:18
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quote: Originally posted by Murtin
As has been argued for before, I think the real reason we're not seeing a more complex ruleset is that the AI wouldn't handle it very well. This is designed to be a single-player game, and as such it is dependent on at least a moderately challenging AI. Add more complexity in the form of more units, more improvements or more diplomatic opportunities, and it becomes exceedingly difficult to code an AI that doesn't lose it completely in the middle of all that complexity.
So my bet is that the ruleset easily could have been much more complex with hardly any change in hardware requirements. |
I agree with the above and would add that the I think the majority of speed problems/hardware problems occur to the number of units/cities that are AI controlle. I don't think that the additions of many of the ideas being discussed would appreciably increase the problems, esp. the UN, as that would play more like the diplomacy screens.
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